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Fluxx games are all about change. The game begins with just a couple of simple rules, then becomes more complex litle by little as additional rule cards are played. At first there will be no way to win — that’s what Goal cards are for. Each Goal has a different victory condition, but they all require you to collect special cards called Keepers. As soon as someone's collection of Keepers matches the current Goal, they win! (YPES OF CARDS ) Each turn, you will Draw at least one card, add it to your hand, and Play at least one card. Here's, how each type of card is used in the game: New Rules change the way the game works, When a New Rule is played, you must adapt to it right away. NEW RULE New rules take effect immediately. To play one, When a New Rule place it face contracts a card already in play, the up old rule is discarded. center of the table. Turn Sequence 1) Draw the number of cards currently required. 2) Play the number of cards currently required. 3) Discard to comply with any Limit rules in play. Optional actions allowed by New Rules, Keepers, et may be performed at any point during this sequence. All cards are always playable, even if they have no effect, Ifyou aren't sure how a card works, try reading the full text aloud as you play it New Rules that KEEPER To play a Keeper, place it face up on the table in front of you. the Keepers are what you need in order to win. Keep them in front of you after playing. overtide the Basic | Other New Sample Game Rules are placed | rutos are 2 overiapping the | placed in {in progress) |) oo tney the center. supersede, Exec Summary Getup) Place the Basic Rules card in the center of the table. + Flunoc is a game about constant chang. + Begin by following the Basic Rules. + Each player starts with a hand of 3 cards. + On your turn, draw 4 card, play 1 care + New Rules take effect as soon as you play them. + Collect Keepers to match the Goal and you wint ‘Shull the deck and deal three cards to each player. Establish the draw pile by placing the remainder of the deck face down where everyone can reach it The dealer goes first. Or choose a player at random. Play proceeds clockwise. Goals indicate which Keepers you currently need in order to win ACTION To play an Action card, do whatever GOAL ACTION 2 it says, then place it on the discard pile. Goals are played face up in the center of the table. Discard the previous Goal, if any. Actions are single-use cards, Follow the instructions on the card, then discard i Limits: At frst there will be no limitations on the number of cards you can hold in your hand or Keepers you have in play. But Hand and Keeper Limit cards will create such restrictions, These rules only affect you when i's NOT your turn, so you can ignore them until your turn ends. When someone plays a new Limit rule, the other players must immediately comply with the new restriction, discarding cards of their choice as needed. (How To win) ‘The game continues until someone meets the conditions of the current Goal. That player wins instantly, no matter whose turn itis! (fa tie, the game continues until one winner emerges.) Goals also go in the middle. They are shared by al players. Keepers are placed in front RULES Start with 3 cards The Basic Rules card stays in the middle for the entire game. of their owners, After following an Action card's instructions, place it onto the discard pile, S) Hore area fw examples to show (EXAMPLES) ow varous cards inert ‘Aer drawing one card, you play the Draw 2 New Rule Now the rules raquire you to dra thre cards on each tum, but since you ony tok one card before, you must immediatly caw to mao cards, The next payer Graws thee cards fr tet tum, They play Draw 2 whieh changes the rules again but they craw no more Cards, having ready gotten (atlas!) te cards ne tum, Since Draw 2contades Draw 2 the Draw 2 ret discarded I you play the Action called Draw 2 and Use ‘Em, you 3 will immediately draw two cards and play them both. If one of those cards is Draw 3, Play 2 of Them you would keep going, drawing three more cards, playing two cards, and discarding the third. All of this activity would be considered the playing of just one card when ‘counting the number of plays on your turn. ‘Suppose your hand contains a Keeper and a Goal that | requires it Which should you play? You might think i's a tossup, since you don't have the other Keeper you need. However, you should definitley play the Keeper first. If you play the Goal, it wll very likely be replaced by another long before you find the second Keeper. When playing Fluxx, there are many interesting situations that can arise. If you get stuck on how a particular card works and need an official answer, the fastest solution is to check our extensive online database of Frequently Asked Questions: faqg.looneylabs.com I'you can't find the answer you need there, please email us, and we'll get back to you with a ruling as soon as we can. Another great way to learn is with our many tutorial videos: looneylabs.com/Video-Fluxx Regarding Discarding: You cannot simply discard unwanted cards. You can only discard if compelled to by a Hand Limit or similar compulsion. (Yes, this means you could end up being forced to play a card that makes someone else win.) Reshuffling: If the Draw pile runs out, shuffle the Discard pile, tum it over to make a new Draw pile, and keep playing, Cards In Play: Whenever something mentions a card “in play this refers to a card that is face up on the table, but not in the discard pile. Keepers must be in play for you to meet a Goal that requires them. If a Keeper has a special power, you must have it in play in order to make use of its bonus ability. Free Actions: Some cards allow for bonus actions which can be taken at any time during your turn. Since they don't count as plays, they are called Free Actions. Jumping In: Now players may join at any time by being dealt a hand of three cards. Dropping Out: Players can exit the game at any time. Just discard your hand and all of the cards you have in play. The original version of Flux was invented on July 24, 1996. GAME DESIGN: Andrew Looney ILLUSTRATIONS: Andrew Looney (with color added by ‘Todd Hamilton and Jacoby O'Connor) PACKAGE DESIGN: Elleen Tjan PLAYTESTERS: Everyone at Looney Labs, the Wunderland ‘Toast Society, and countless other gamers everywhere ? ee ae ‘Copyright © 1997-2014 by Looney Labs, Ine ro PO Box 761 meus Coleg Park, MD, 20741 USA, LOONEY sku:Lo0-01 Pini by Dlane Gees Tabs UPC: as7edeoost61 Expansion Packs Now Available! Creeper Pack Creepers are a new type of card, originally created for Zombie Fluxx, and a common element in many specialty editions of this game. With the Creeper Pack, you can add these troublesome cards to the core game! ‘The set includes War, Death, Taxes, and the Radioactive Potato, along with Goals, Actions, and New Rules relating to these particularly intense cards! Contains 16 new cards. Fluxx Blanxx Now you can add your own zany ideas to Fluxx! Contains 10 cards: two Keepers, one Creeper, four Goals, one Action, one New Rule, and one Surprise. Just grab your trusty permanent marker and customize the fun!

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